﻿using System;
using System.Collections.Generic;

[Serializable]
public class Cause : PropertyBase
{
    public const string key = "Cause_";
    public PropertyValue<object> weaponDamage = new PropertyValue<object>(0, key + "weaponDamage");
    public PropertyValue<object> damage = new PropertyValue<object>(0, key + "damage");
    public PropertyValue<object> floatingSpace = new PropertyValue<object>(0, key + "floatingSpace");
    public PropertyValue<object> fall = new PropertyValue<object>(0, key + "fall");
    public PropertyValue<object> hardStraight = new PropertyValue<object>(0, key + "hardStraight");
    public PropertyValue<object> repel = new PropertyValue<object>(0, key + "repel");
    public PropertyValue<object> poisoning = new PropertyValue<object>(0, key + "poisoning");
    public PropertyValue<object> backLife = new PropertyValue<object>(0, key + "backLife");
    public PropertyValue<object> vertigo = new PropertyValue<object>(0, key + "vertigo");
    public PropertyValue<object> confusion = new PropertyValue<object>(0, key + "confusion");
    public PropertyValue<object> mutiny = new PropertyValue<object>(0, key + "mutiny");
    //方便管理
    // protected List<PropertyValue<object>> propertyList;
    public Cause()
    {
        propertyList.Add(weaponDamage);
        propertyList.Add(damage);
        propertyList.Add(floatingSpace);
        propertyList.Add(fall);
        propertyList.Add(hardStraight);
        propertyList.Add(repel);
        propertyList.Add(poisoning);
        propertyList.Add(backLife);
        propertyList.Add(vertigo);
        propertyList.Add(confusion);
        propertyList.Add(mutiny);
    }
}